Virtual & Augmented Reality

Rebecca Ormond*


Virtual and Augmented Reality (VR/AR) systems have been used in professional applications for decades. However, when Oculus released the Oculus Rift SDK 1 system in 2012 and Facebook purchased Oculus for $2 billion in 2014, a consumer-entertainment industry was born. Although market predictions for VR and AR have turned out to be exaggerated in the past, John Riccitellio, CEO of Unity Technologies, in his Google I/O 2017 developers’ conference presentation reminded developers: “The industry achieved $2.5 Billion from a near zero start in 2015, that is stupendous!” (Riccitellio, 2017).

Early inhibitors to consumer adoption, such as latency issues that caused VR Sickness, high costs and ...

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